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  1. #61
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    Quote Originally Posted by -InSaNe- View Post
    Some structs..
    Code:
    typedef struct
    {
    	char unknown0[12];
    	char Name[16];
    	__int32 Team;
    }ClientInfo_T;
    
    typedef struct
    {
    	char _0x0000[0x8];
    	int Width;
    	int Height;
    	int FovX;
    	int FovY;
    	Vector Origin;
    	Vector ViewAxis[3];
    	char _0x0048[0x24];
    	float ZoomProgress;
    	char _0x0070[0x4ABC]; 
    	Vector ViewAngles;
    	char _0x4B34[0x30];
    	float WeaponViewAngleX;
    	float WeaponViewAngleY;
    }RefDef_T;
    
    typedef struct
    {
    public:
           Vector Recoil;
           Vector vOrigin;
           Vector DeltaOrigin; 
           float ReadViewAngleY;
           float ReadViewAngleX;
           char _0x0070[108];
           float SetViewAngleY;
           float SetViewAngleX; 
    } ViewMatrix;
    
    typedef struct
    {
    	char _0x0000[0x2];                         
    	short Valid;                                   
    	char _0x0004[0x10];                        
    	Vector Origin;                                
    	Vector Angles;                              
    	char _0x002C[0x3C];                      
    	int Flags;                                  
    	char _0x006C[0xC];                          
    	Vector OldOrigin;                           
    	char _0x0084[0x18];                         
    	Vector OldAngles;                        
    	char _0x00A8[0x28];                     
    	int ClientNumber;                                 
    	short Type;                            
    	char _0x00D6[0x12];                          
            Vector NewOrigin;   
    	char _0x00F4[0x1C];                        
    	Vector NewAngles;                            
    	char _0x011C[0x7C];                      
    	byte WeaponID;                            
    	char _0x0199[0x37];                    
    	int IsAlive; 
    	char _0x01D4[0x24];
    }Entity_T; 
    
    typedef struct
    {
        int servertime; 
        int playerstate; 
        int staminatimer; 
        unsigned short playerstance;
        char _pad[10];
        int velocity; 
        Vector Origin;
        Vector Velocity;
        char _pad1[44];
        float refdefViewAngleY; 
        float refdefViewAngleX; 
        char _pad2[232];
        int ClientNumber; 
        char _pad3[4];
        float viewAngleY;
        float viewAngleX; 
        char _pad4[4];
        int   playerStanceInt; 
        float playerStanceFlt;
        char _pad5[80];
        int MaxEntities;
        char _pad6[432];
        int WeaponNum;
        unsigned short EquipmentState;
        unsigned short WeaponSwapState;
        float WeaponZoomFlt;
        float MovementSpreadMultiplier;
        char _pad7[4];
        float DefaultSpreadMultiplier;
        int  WeaponState;
        char _pad8[352];
        BYTE perkslot3;
        char _pad9[19];
    }CG_T;
    
    typedef struct
    {
    public:
    	__int32 Time;
    	char unknown0[512];
    	__int32 Uav;
    	char unknown1[384];
    	__int32 SpreadValue;
    }CGS_T;
    Is this for Tekno or IW5M?

  2. #62
    Kenshin13's Avatar
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    Quote Originally Posted by TheBossMan99 View Post
    Is this for Tekno or IW5M?
    Both. They are, after all, running on the same version.

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    cucuYeL (03-12-2013)

  4. #63
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    For you @mwxplayer
    Code:
    //Draw Exception
    DVAR_SIZE: 0xC
    cg_hudChatPosition_DVar:  8B 3D ?? ?? ?? ?? D9 47 0C  (P) -> 8FAAFC
    cg_hudChatPosition_ExceptionAddr:  D9 47 0C E8 ?? ?? ?? ?? D9 47 10  (N) -> 588567
    //IN_CreateCnd Exception:
    cl_pitchspeed_DVar:  8B 0D ?? ?? ?? ?? D9 41 0C D9 5C 24 04 D9 44 24 04  (P) -> B39EDC
    cl_pitchspeed_ExceptionAddr:  D9 41 0C D9 5C 24 04 D9 44 24 04 D8 D1  (N) -> 5AF997
    //WritePacket Eception
    cl_packetdup_DVar:  8B 0D ?? ?? ?? ?? 2B 41 0C 57 (P) -> 1060190
    cl_packetdup_ExceptionAddr:  2B 41 0C 57 8B 3D  (N) -> 420BE9
    Hopefully you know how to use exceptions.
    Credits: godly

  5. #64
    mwxplayer's Avatar
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    How to Find DrawXModelSkincached offset.

    Search for "R_AddXModelSurfacesCamera" String.
    Code:
    CPU Disasm
    Address   Hex dump          Command                                  Comments
    00413C80  /$  83EC 28       SUB ESP,28
    00413C83  |.  8B4424 2C     MOV EAX,DWORD PTR SS:[ARG.1]
    00413C87  |.  0FB610        MOVZX EDX,BYTE PTR DS:[EAX]
    00413C8A  |.  0FB748 02     MOVZX ECX,WORD PTR DS:[EAX+2]
    00413C8E  |.  53            PUSH EBX
    00413C8F  |.  8B5C24 34     MOV EBX,DWORD PTR SS:[ARG.2]
    00413C93  |.  55            PUSH EBP
    00413C94  |.  56            PUSH ESI
    00413C95  |.  0FB670 01     MOVZX ESI,BYTE PTR DS:[EAX+1]
    00413C99  |.  57            PUSH EDI
    00413C9A  |.  895424 30     MOV DWORD PTR SS:[LOCAL.1],EDX
    00413C9E  |.  8B15 0076FA05 MOV EDX,DWORD PTR DS:[5FA7600]
    00413CA4  |.  8DBC8A 802704 LEA EDI,[ECX*4+EDX+42780]
    00413CAB  |.  56            PUSH ESI                                 ; /Arg2
    00413CAC  |.  53            PUSH EBX                                 ; |Arg1 => [ARG.2]
    00413CAD  |.  894C24 44     MOV DWORD PTR SS:[ARG.1],ECX             ; |
    00413CB1  |.  897C24 18     MOV DWORD PTR SS:[LOCAL.9],EDI           ; |
    00413CB5  |.  E8 76990F00   CALL 0050D630                            ; \iw5mp.0050D630
    00413CBA  |.  8BE8          MOV EBP,EAX
    00413CBC  |.  56            PUSH ESI                                 ; /Arg2
    00413CBD  |.  53            PUSH EBX                                 ; |Arg1
    00413CBE  |.  896C24 44     MOV DWORD PTR SS:[LOCAL.0],EBP           ; |
    00413CC2  |.  E8 39800F00   CALL 0050BD00                            ; \iw5mp.0050BD00
    00413CC7  |.  8B4C24 70     MOV ECX,DWORD PTR SS:[ARG.10]
    00413CCB  |.  83C4 10       ADD ESP,10
    00413CCE  |.  803D C0CCF905 CMP BYTE PTR DS:[5F9CCC0],0
    00413CD5  |.  894424 28     MOV DWORD PTR SS:[LOCAL.3],EAX
    00413CD9  |.  74 0D         JE SHORT 00413CE8
    00413CDB  |.  C74424 14 010 MOV DWORD PTR SS:[LOCAL.8],1
    00413CE3  |.  F6C1 01       TEST CL,01
    00413CE6  |.  75 08         JNE SHORT 00413CF0
    00413CE8  |>  C74424 14 000 MOV DWORD PTR SS:[LOCAL.8],0
    00413CF0  |>  33D2          XOR EDX,EDX
    00413CF2  |.  83F9 01       CMP ECX,1
    00413CF5  |.  0F94C2        SETE DL
    00413CF8  |.  33DB          XOR EBX,EBX
    00413CFA  |.  895C24 24     MOV DWORD PTR SS:[LOCAL.4],EBX
    00413CFE  |.  895424 2C     MOV DWORD PTR SS:[LOCAL.2],EDX
    00413D02  |.  3BEB          CMP EBP,EBX
    00413D04  |.  0F86 03020000 JBE 00413F0D
    00413D0A  |.  8B7424 54     MOV ESI,DWORD PTR SS:[ARG.7]
    00413D0E  |.  EB 02         JMP SHORT 00413D12
    00413D10  |>  33DB          /XOR EBX,EBX
    00413D12  |>  8B0F          |MOV ECX,DWORD PTR DS:[EDI]
    00413D14  |.  83F9 FD       |CMP ECX,-3
    00413D17  |.  75 0C         |JNE SHORT 00413D25
    00413D19  |.  FF4424 3C     |INC DWORD PTR SS:[ARG.1]
    00413D1D  |.  83C7 04       |ADD EDI,4
    00413D20  |.  E9 B2010000   |JMP 00413ED7
    00413D25  |>  83F9 FC       |CMP ECX,-4
    00413D28  |.  7E 0F         |JLE SHORT 00413D39
    00413D2A  |.  C74424 18 080 |MOV DWORD PTR SS:[LOCAL.7],8
    00413D32  |.  B9 3C000000   |MOV ECX,3C
    00413D37  |.  EB 14         |JMP SHORT 00413D4D
    00413D39  |>  C1E1 05       |SHL ECX,5
    00413D3C  |.  8BD1          |MOV EDX,ECX
    00413D3E  |.  B9 BCFFFFFF   |MOV ECX,-44
    00413D43  |.  C74424 18 070 |MOV DWORD PTR SS:[LOCAL.7],7
    00413D4B  |.  2BCA          |SUB ECX,EDX
    00413D4D  |>  894C24 20     |MOV DWORD PTR SS:[LOCAL.5],ECX
    00413D51  |.  8BD0          |MOV EDX,EAX
    00413D53  |.  895C24 1C     |MOV DWORD PTR SS:[LOCAL.6],EBX
    00413D57  |.  895C24 60     |MOV DWORD PTR SS:[ARG.10],EBX
    00413D5B  |.  395C24 14     |CMP DWORD PTR SS:[LOCAL.8],EBX
    00413D5F  |.  74 27         |JE SHORT 00413D88
    00413D61  |.  8B28          |MOV EBP,DWORD PTR DS:[EAX]
    00413D63  |.  8B6D 54       |MOV EBP,DWORD PTR SS:[EBP+54]
    00413D66  |.  399D D8000000 |CMP DWORD PTR SS:[EBP+0D8],EBX
    00413D6C  |.  74 0F         |JE SHORT 00413D7D
    00413D6E  |.  BB 01000000   |MOV EBX,1
    00413D73  |.  895C24 1C     |MOV DWORD PTR SS:[LOCAL.6],EBX
    00413D77  |.  895C24 60     |MOV DWORD PTR SS:[ARG.10],EBX
    00413D7B  |.  EB 0B         |JMP SHORT 00413D88
    00413D7D  |>  395C24 2C     |CMP DWORD PTR SS:[LOCAL.2],EBX
    00413D81  |.  74 05         |JE SHORT 00413D88
    00413D83  |.  BA C4CCF905   |MOV EDX,OFFSET iw5mp.05F9CCC4
    00413D88  |>  8B1A          |MOV EBX,DWORD PTR DS:[EDX]
    00413D8A  |.  0FB66B 52     |MOVZX EBP,BYTE PTR DS:[EBX+52]
    00413D8E  |.  83FD 04       |CMP EBP,4
    00413D91  |.  75 10         |JNE SHORT 00413DA3
    00413D93  |.  8BD1          |MOV EDX,ECX
    00413D95  |.  C1EA 02       |SHR EDX,2
    00413D98  |.  015424 3C     |ADD DWORD PTR SS:[ARG.1],EDX
    00413D9C  |.  03F9          |ADD EDI,ECX
    00413D9E  |.  E9 34010000   |JMP 00413ED7
    00413DA3  |>  837C24 60 00  |CMP DWORD PTR SS:[ARG.10],0
    00413DA8  |.  74 05         |JE SHORT 00413DAF
    00413DAA  |.  BD 02000000   |MOV EBP,2
    00413DAF  |>  8B04AE        |MOV EAX,DWORD PTR DS:[EBP*4+ESI]
    00413DB2  |.  8B4C24 58     |MOV ECX,DWORD PTR SS:[ARG.8]
    00413DB6  |.  3B04A9        |CMP EAX,DWORD PTR DS:[EBP*4+ECX]
    00413DB9  |.  0F83 3E010000 |JNB 00413EFD
    00413DBF  |.  8B4424 48     |MOV EAX,DWORD PTR SS:[ARG.4]
    00413DC3  |.  50            |PUSH EAX                                ; /Arg1 => [ARG.4]
    00413DC4  |.  66:8947 0C    |MOV WORD PTR DS:[EDI+0C],AX             ; |
    00413DC8  |.  E8 43810100   |CALL 0042BF10                           ; \iw5mp.0042BF10
    00413DCD  |.  8B73 0C       |MOV ESI,DWORD PTR DS:[EBX+0C]
    00413DD0  |.  83C4 04       |ADD ESP,4
    00413DD3  |.  837C24 60 00  |CMP DWORD PTR SS:[ARG.10],0
    00413DD8  |.  8947 10       |MOV DWORD PTR DS:[EDI+10],EAX
    00413DDB  |.  8B7B 08       |MOV EDI,DWORD PTR DS:[EBX+8]
    00413DDE  |.  74 0E         |JE SHORT 00413DEE
    00413DE0  |.  8B15 C4CCF905 |MOV EDX,DWORD PTR DS:[5F9CCC4]
    00413DE6  |.  8B42 0C       |MOV EAX,DWORD PTR DS:[EDX+0C]
    00413DE9  |.  83F7 00       |XOR EDI,00000000
    00413DEC  |.  EB 21         |JMP SHORT 00413E0F
    00413DEE  |>  8B4424 50     |MOV EAX,DWORD PTR SS:[ARG.6]
    00413DF2  |.  68 00000002   |PUSH OFFSET iw5mp.02000000              ; /Arg4 = ASCII "g>i>"
    00413DF7  |.  99            |CDQ                                     ; |
    00413DF8  |.  6A 00         |PUSH 0                                  ; |Arg3 = 0
    00413DFA  |.  52            |PUSH EDX                                ; |Arg2
    00413DFB  |.  50            |PUSH EAX                                ; |Arg1 => [ARG.6]
    00413DFC  |.  E8 1FEF3100   |CALL 00732D20                           ; \iw5mp.00732D20
    00413E01  |.  8BCF          |MOV ECX,EDI
    00413E03  |.  2BC8          |SUB ECX,EAX
    00413E05  |.  8BC6          |MOV EAX,ESI
    00413E07  |.  1BC2          |SBB EAX,EDX
    00413E09  |.  33CF          |XOR ECX,EDI
    00413E0B  |.  33C9          |XOR ECX,ECX
    00413E0D  |.  33F9          |XOR EDI,ECX
    00413E0F  |>  33C6          |XOR EAX,ESI
    00413E11  |.  25 0000007E   |AND EAX,7E000000
    00413E16  |.  33F0          |XOR ESI,EAX
    00413E18  |.  8B4424 18     |MOV EAX,DWORD PTR SS:[LOCAL.7]
    00413E1C  |.  0FB64C24 4C   |MOVZX ECX,BYTE PTR SS:[ARG.5]
    00413E21  |.  83E0 0F       |AND EAX,0000000F
    00413E24  |.  99            |CDQ
    00413E25  |.  0FA4C2 09     |SHLD EDX,EAX,9
    00413E29  |.  C1E0 09       |SHL EAX,9
    00413E2C  |.  0BC1          |OR EAX,ECX
    00413E2E  |.  33DB          |XOR EBX,EBX
    00413E30  |.  0BD3          |OR EDX,EBX
    00413E32  |.  0FA4C2 14     |SHLD EDX,EAX,14
    00413E36  |.  C1E0 14       |SHL EAX,14
    00413E39  |.  8BC8          |MOV ECX,EAX
    00413E3B  |.  8B4424 1C     |MOV EAX,DWORD PTR SS:[LOCAL.6]
    00413E3F  |.  83E0 1F       |AND EAX,0000001F
    00413E42  |.  25 FFFF0FF0   |AND EAX,F00FFFFF
    00413E47  |.  0BC8          |OR ECX,EAX
    00413E49  |.  8B4424 30     |MOV EAX,DWORD PTR SS:[LOCAL.1]
    00413E4D  |.  0BD3          |OR EDX,EBX
    00413E4F  |.  0FA4CA 01     |SHLD EDX,ECX,1
    00413E53  |.  83E0 01       |AND EAX,00000001
    00413E56  |.  03C9          |ADD ECX,ECX
    00413E58  |.  25 C1FF1FE0   |AND EAX,E01FFFC1
    00413E5D  |.  0BC8          |OR ECX,EAX
    00413E5F  |.  0FB64424 5C   |MOVZX EAX,BYTE PTR SS:[ARG.9]
    00413E64  |.  0BD3          |OR EDX,EBX
    00413E66  |.  0FA4CA 08     |SHLD EDX,ECX,8
    00413E6A  |.  25 FFC0FF1F   |AND EAX,1FFFC0FF
    00413E6F  |.  C1E1 08       |SHL ECX,8
    00413E72  |.  0BC8          |OR ECX,EAX
    00413E74  |.  83E3 E0       |AND EBX,FFFFFFE0
    00413E77  |.  0BD3          |OR EDX,EBX
    00413E79  |.  8BC1          |MOV EAX,ECX
    00413E7B  |.  8BCA          |MOV ECX,EDX
    00413E7D  |.  8B5424 3C     |MOV EDX,DWORD PTR SS:[ARG.1]
    00413E81  |.  0FA4C1 0F     |SHLD ECX,EAX,0F
    00413E85  |.  33DB          |XOR EBX,EBX
    00413E87  |.  C1E0 0F       |SHL EAX,0F
    00413E8A  |.  81E2 FF7F0000 |AND EDX,00007FFF
    00413E90  |.  81E3 FF0FF0FF |AND EBX,FFF00FFF
    00413E96  |.  0BCB          |OR ECX,EBX
    00413E98  |.  81E6 FF0F10FE |AND ESI,FE100FFF
    00413E9E  |.  0BCE          |OR ECX,ESI
    00413EA0  |.  8B7424 54     |MOV ESI,DWORD PTR SS:[ARG.7]
    00413EA4  |.  81E2 FF7F00E0 |AND EDX,E0007FFF
    00413EAA  |.  0BC2          |OR EAX,EDX
    00413EAC  |.  8B14AE        |MOV EDX,DWORD PTR DS:[EBP*4+ESI]
    00413EAF  |.  81E7 000000E0 |AND EDI,E0000000
    00413EB5  |.  0BC7          |OR EAX,EDI
    00413EB7  |.  8B7C24 10     |MOV EDI,DWORD PTR SS:[LOCAL.9]
    00413EBB  |.  8902          |MOV DWORD PTR DS:[EDX],EAX
    00413EBD  |.  8B4424 20     |MOV EAX,DWORD PTR SS:[LOCAL.5]
    00413EC1  |.  894A 04       |MOV DWORD PTR DS:[EDX+4],ECX
    00413EC4  |.  8304AE 08     |ADD DWORD PTR DS:[EBP*4+ESI],8
    00413EC8  |.  8BC8          |MOV ECX,EAX
    00413ECA  |.  C1E9 02       |SHR ECX,2
    00413ECD  |.  014C24 3C     |ADD DWORD PTR SS:[ARG.1],ECX
    00413ED1  |.  03F8          |ADD EDI,EAX
    00413ED3  |.  8B4424 28     |MOV EAX,DWORD PTR SS:[LOCAL.3]
    00413ED7  |>  8B4C24 24     |MOV ECX,DWORD PTR SS:[LOCAL.4]
    00413EDB  |.  41            |INC ECX
    00413EDC  |.  83C0 04       |ADD EAX,4
    00413EDF  |.  897C24 10     |MOV DWORD PTR SS:[LOCAL.9],EDI
    00413EE3  |.  894C24 24     |MOV DWORD PTR SS:[LOCAL.4],ECX
    00413EE7  |.  894424 28     |MOV DWORD PTR SS:[LOCAL.3],EAX
    00413EEB  |.  3B4C24 34     |CMP ECX,DWORD PTR SS:[LOCAL.0]
    00413EEF  |.^ 0F82 1BFEFFFF \JB 00413D10
    00413EF5  |.  5F            POP EDI
    00413EF6  |.  5E            POP ESI
    00413EF7  |.  5D            POP EBP
    00413EF8  |.  5B            POP EBX
    00413EF9  |.  83C4 28       ADD ESP,28
    00413EFC  |.  C3            RETN
    00413EFD  |>  55            PUSH EBP
    00413EFE  |.  68 4C448200   PUSH OFFSET iw5mp.0082444C               ; ASCII "R_AddXModelSurfacesCamera"
    00413F03  |.  6A 1B         PUSH 1B
    00413F05  |.  E8 C61A0700   CALL 004859D0 ->DrawXModelSkinCached OFFSET
    00413F0A  |.  83C4 0C       ADD ESP,0C
    00413F0D  |>  5F            POP EDI
    00413F0E  |.  5E            POP ESI
    00413F0F  |.  5D            POP EBP
    00413F10  |.  5B            POP EBX
    00413F11  |.  83C4 28       ADD ESP,28
    00413F14  \.  C3            RETN
    #define DrawXModelSkinCached 004859D0

  6. #65
    cucuYeL's Avatar
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    Quote Originally Posted by Kenshin13 View Post
    Both. They are, after all, running on the same version.
    Though, if this is true, are the offsets in the OP for IW5M too?

  7. #66
    Kenshin13's Avatar
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    Quote Originally Posted by TheBossMan99 View Post
    Though, if this is true, are the offsets in the OP for IW5M too?
    ..............Yes. I said that didn't I?

  8. The Following User Says Thank You to Kenshin13 For This Useful Post:

    cucuYeL (03-20-2013)

  9. #67
    Kenshin13's Avatar
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    Simple Name ESP:
    Code:
    *(BYTE*)0x00588A31 = 0x85;
    Or
    Code:
    *(DWORD*)0x00588A30 = 0x90909090;
    *(short*)0x00588A35 = 0x9090;
    Have fun!

    GIVE ME CREDITS LEECHERS
    Last edited by Kenshin13; 04-05-2013 at 12:59 PM.

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    Hose10 (05-12-2019),thijsduijker (06-01-2013)

  11. #68
    Kenshin13's Avatar
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    Code:
    jump_stepSize .............. 0x6DA6C8
    Server sided ofc.

  12. #69
    Kenshin13's Avatar
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    SinglePlayer:
    Code:
    CVar Hash Table ................. 0x1B6ED90

  13. #70
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    thirdPerson
    =========
    Code:
    *(BYTE*)(*(DWORD*)(0x8DAF6C) + 0xC) = 1;//the Cvar  1 = ON and 0 = OFF  "credi papil, idapro"
    Last edited by Papil; 06-18-2013 at 06:30 AM.

  14. #71
    billy100's Avatar
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    how do i use these
    with cheat engine
    Code:
    Game Version.............1.4.382
    Version Build Date.......Thu Jan 19 2012 11:09:49AM
    No Recoil................0x0054F8F9
    Refdef...................0x0096A280
    CG.......................0x008FF100
    CGS......................0x008FABA0
    Entity...................0x00A08630
    Entity Size..............0x000001F8
    ClientInfo...............0x009FC748
    ClientInfo Size..........0x00000560
    Maxtrix..................0x010637BC
    PlayerSnap...............0x008FF100
    KButtons.................0x00B39EE0
    RenderDevice.............0x05F96FA8
    RegisterFont.............0x004FB960
    ETC..
    Last edited by billy100; 06-30-2013 at 12:54 AM.

  15. #72
    wildkillerr's Avatar
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    Quote Originally Posted by Jorndel View Post
    This thread will be where you can post all the addresses/offsets.


    READ:
    Before you post in this thread be aware of:
    Any posts that don't contain addresses/offsets will be DELETED
    Be sure that the addresses/offsets are working
    Try to post them as clean as possible (Don't post the address/offset in the middle of a text, make it easy found and the function)



    Posted by -InSaNe-
    Offsets for 1.4.382 (TeknoMW3)
    Code:
    Game Version.............1.4.382
    Version Build Date.......Thu Jan 19 2012 11:09:49AM
    No Recoil................0x0054F8F9;
    Credits to CypherPresents, g0dly, King-Orgy, raiders, cardoow, poink, and master131.

    Can You Tell Me Value Of No Recoil And Type(byte , float or 4-byte) Of That Pointer??
    SORRY FOR MY TERIBLE ENLISH...
    plz understand what am i trying to say......

  16. #73
    hkKenshin's Avatar
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    Been messing around in SP the past few days.

     

    Code:
    struct dvar_s
    {
     char* dvarName; //0x0000 Pointer to the dvar name
     int dvarHashID; //0x0004 The ID you can register a dvar with
     byte bType; //0x0008 Determines if it's a byte, vec2_t, vec3_t etc.
     byte zero0; //0x0009 No idea why but the game sets this to 0.
     char __pad[2]; //0x000A 
     int ValueDefault0; //0x000C This is where values start from. It can be either an integer or a float.
     int ValueSecond0; //0x0010  Second value is placed here (if required) and so on.
     int ValueThird0; //0x0014 
     int ValueFourth0; //0x0018 
     int ValueDefault1; //0x001C Here just stores copies of the above
     int ValueSecond1; //0x0020 
     int ValueThird1; //0x0024 
     int ValueFourth1; //0x0028 
     int ValueDefault2; //0x002C 
     int ValueSecond2; //0x0030 
     int ValueThird2; //0x0034 
     int ValueFourth2; //0x0038 
     int MinimumValue; //0x003C Minimum value the dvar can take ( If min and max are set to 0, it has no limit. )
     int MaximumValue; //0x0040 Maximum value the dvar can take
     int zero1; //0x0044 And this is another value the game sets to zero
     int* DvarBase; //0x0048 The pointer to the base of the structure.
    };//Size=0x004C
    
    Current Registered Dvars: 0x1C42398
    Max Dvars: 4096
    Dvar Base Structure: 0x1C473C0
    Dvar Hash Table: 0x1C423C0
    
    Wanna make your own dvars? Just call this function.
    
    dvar_s* (__cdecl* RegisterDvar)(char *dvarName, char DvarType, int HashDvarID, int FirstValue, float SecondValue, float ThirdValue, float FourthValue, int MinValue, int MaxValue) = (dvar_s* (__cdecl*)(char*, char, int, int, float, float, float, int, int))0x611570;
    
    Then:
    
    dvar_s* AimbotActive = RegisterDvar("aimbot_active", 0, 0x1337, 1, 0, 0, 0, 0, 1);
    
    if(AimbotActive->DefaultValue0) cAim.Aimbot();
    
    Credits: Kenshin13 & -InSaNe-
    Last edited by hkKenshin; 10-16-2013 at 12:41 PM.

  17. #74
    hkKenshin's Avatar
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    Started reversing the second entity structure. Haven't reached very far.

    Code:
    class EntityInfo;
    class eInfo;
    class BodyInfo;
    class ModelLoadout;
    class eCheck;
    
    class EntityInfo
    {
    public:
    char _0x0000[116];
    	DWORD TimeAlive; //0x0074 
    char _0x0078[32];
    	eInfo* Info; //0x0098 
    };//Size=0x009C
    
    class eInfo
    {
    public:
    	BodyInfo* BodyInformation; //0x0000
    };//Size=0x0004
    
    class BodyInfo
    {
    public:
    	char* GunSkin; //0x0000 
    	char* SecondaryGun; //0x0004 
    char _0x0008[300];
    	char* HeadType; //0x0134 
    char _0x0138[304];
    	char* HatType; //0x0268 
    char _0x026C[304];
    	char* BodyType; //0x039C 
    char _0x03A0[156];
    	ModelLoadout* LoadOut; //0x043C 
    };//Size=0x0440
    
    class ModelLoadout
    {
    public:
    	char* BodyLoad; //0x0000 
    };//Size=0x0004
    
    class eCheck
    {
    public:
    	char* HatModel;
    	DWORD eChecksum; //0x0004
    };//Size=0x0008
    Here's how to find it:
    Code:
    EntityInfo* GetEntityInfoFromIndex(int Index)
    {
    	short* Start = (short*)0x16E4738;
    	return (EntityInfo*)(0x1695628 + ( 0x9C * Start[Index]));
    }
    An example:
    Code:
    printf("Entity Gun: %s", GetEntityInfoFromIndex(1337)->Info->BodyInformation->GunSkin);
    There's alot more in this. ALOT more.

    SP Offsets
    Feel free to reverse the rest.
    Last edited by hkKenshin; 10-19-2013 at 03:09 PM.

  18. #75
    hkKenshin's Avatar
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    I never really explained how to make your own dvars much. So I'll do this for you beginners since I'm bored.

    First, define the RegisterDvar function
    Code:
    dvar_s* (__cdecl* RegisterDvar)(char *dvarName, char DvarType, int HashDvarID, int FirstValue, float SecondValue, float ThirdValue, float FourthValue, int MinValue, int MaxValue) = (dvar_s* (__cdecl*)(char*, char, int, int, float, float, float, int, int))0x611570;
    RegisterDvar returns a pointer to the start of the dvar structure you registered. It also increments the CurrentDvars pointer and adds it's address to the DvarHashTable

    Let me explain the parameters now:
    Code:
    char *dvarName - Pretty simple, this is the dvar name you want to create. You probably shouldn't create a copy of an existing dvar ( eg. cg_fov )...
    char DvarType - This is a byte containing the type of the dvar. ( See below )
    int HashDvarID - I haven't really found a use for this so far. As far as I can tell, it's a value that isn't really used but is stored in the structure. It can be anything.
    int FirstValue - Either an integer or a float/double depending on what type of dvar you want to create. This is the first value.
    float SecondValue-FourthValue - These contain other parameters depending on if you choose a vec4_t etc.
    int MaxValue - Maximum value a dvar can take. If it exceeds this, the dvar is set to the max value.
    int MinValue - Minimum value the dvar will take. Same as above.
    Dvar Types: ( Courtesy BaberZz )
    Code:
    typedef enum
    {
        TYPE_BOOL    = 0,
        TYPE_FLOAT    = 1,
        TYPE_VEC2    = 2,
        TYPE_VEC3    = 3,
        TYPE_VEC4    = 4,
        TYPE_INT    = 5,
        TYPE_ENUM    = 6,
        TYPE_STRING    = 7,
        TYPE_COLOR    = 8,
        TYPE_VEC3_2    = 9
    } Dvar_Type;
    Creating a dvar is simple now:
    Code:
    dvar_s* FOVOVERRIDE = RegisterDvar("fov_override", 1, 0x1337, 90, 0, 0, 0, 65, 150);
    And you can simply access the dvar's value:
    Code:
    SetDvar("cg_fov", FOVOVERRIDE->FirstValue);
    I was bored.

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